So Basically GTA

Post » Wed Dec 14, 2011 4:00 pm

I have had a conversation with a friend of mine and I mean I love Skyrim don't get me wrong. Some things really irritate me though. It isn't burnout, btw. Yes I have played Skyrim non stop with a few breaks to play Sims 3 and some other games, but I'm not into Skyrim. In Skyrim there are no conversation dialogue options, really it is yes or no. And even then you're "no I won't help" is "I hope you change your mind". In Oblivion, kill me now if you like, you still had the illusion of dialogue choice. I reminded of quest like Paranoia quest in Oblivion you had plenty of options go around and even the conclusion of the quest had multiple endings depending on your choice. And even in the quest Nothing You Can Posses there were multiple ways of dealing with one situation.

Nothing You Can Posses

Ambush!

When you exit the ruin, Claude is waiting for you. He will detect you even if you are sneaking, invisible, or chameleoned. He asks you to turn the carving over to him.

* If you give him the carving he'll turn and walk off. If you let him keep the carving you'll miss out on the reward given to you by Umbacano, but may still be able to get the third quest. You can of course pickpocket the carving from him as he's walking away.
* If you give him the carving and attack him quickly enough, just before you deal a killing blow to Claude, he and any other survivors will cease fighting and Claude may be talked to in order to re-obtain the carving. He comments, "I know when I'm beaten! Here, take the carving, if it means so much to you. I had no idea you would take things so personally." They will then leave as usual.
* If you refuse to give him the carving, he does not attack you as expected. Rather, he orders his three compatriots to kill you, turns invisible, then escapes on his horse. His friends come rushing in from hiding places and attack you. This can be a tough fight, but if you chose to accept S'razirr's help, he will aid you by attacking his fellow mercenaries rather than you. Alternatively, if you want to avoid a fight, you can run away.
* You can also kill all three of Claude's employees before you enter the ruin. If you do this, Claude won't even bother showing up. Note however, that this will count as murder and will cause the Dark Brotherhood questline to start.
* Alternately, just as you step outside the ruin you can cast a frenzy spell that covers enough area to include Maric's henchmen then run for it or duck back into the ruin for a minute. He won't give his little talk and will run off if any of them turn hostile towards him. Once the spell wears off the henchmen become neutral towards you.
* You can also avoid the encounter entirely by fast traveling as you leave the ruin, before you are spoken to.


Once you defeat them, return to the Imperial City and give the carving to Umbacano. He'll pay you the money promised as well as give you a new assignment: the Secrets of the Ayleids quest. If you chose the assistance of S'razirr and he survives the fight outside Malada, you may travel to the Tiber Septim Hotel (next to Umbacano's house) and uphold your end of the bargain. S'razirr will remain at the hotel until you pay him. If you refuse to pay him he will follow you everywhere, and when you leave the city, he will attack you.


So, far in my travels of Skyrim there rarely are quest like this. In Solitude there is a man who ask you to find is helmet back. You accept the quest and I kind of wanted something more than just walk into a cave, kill a troll and grab a helmet "lost in a chest". What if the helmet was found by someone else a long time ago, like a deranged old man? And this deranged old man sends you on weird adventures in exchange for the helmet. It would make the quest far more interesting and intriguing, like why is this old man doing this? Does this old man know the homeless guy? And even then you could refuse the old man's service in return the old man refuses the helmet. Kill him for the helmet or find a way to bribe him, etc.

Even the DB quest are boring. After you complete the main questline for the guild it is just literally all the time "go kill this person" and "go kill this person". And I think even minor sidequest should have a minor story to them that makes things interesting.

All quest end up this way, fetch me this, okay, enter location, kill people, item is found in chest, give it back. That's fine and all not everything has to be a super quest, but it gets annoying when that's half of all the quest.

I brought my friend up earlier because he said this after I pointed these out to him:

yeah
But it didnt bother me too much, I guess becuase I liked the game for what it was, which is just a big old sandbox to kill [censored] in


So, basically GTA fantasy edition. Is this really what people want? A sandbox game to go kill people and steal horses.[GTA game to steal cars and kill people] I wanted Skyrim for an open world sandbox RP game. Quest with stories and intrigue. I didn't want a sandbox game to just kill people and steal stuff.
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Peter lopez
 
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Post » Wed Dec 14, 2011 7:16 pm

Except that many of the GTA games have fantastic writing.
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Jack Moves
 
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Post » Wed Dec 14, 2011 11:30 am

Except that many of the GTA games have fantastic writing.


They do? I guess I was never into the whole "ghetto" of it. I never really got into GTA, it just was never my style of game. I watch my brother play it.
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xxLindsAffec
 
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Post » Wed Dec 14, 2011 12:44 pm

I get that the choices are nill, and I'm kinda wondering what peeps who've done it all in one go will do for a new character? I've restarted 3 times now and am trying to avoid the quests I've done in previous games. to date I haven't done Imp/stormcloaks/DB/Thieves/Mages/Bard well..pretty much any of the factions really. but as I hear it Imps/stormcloaks is the same, DB is shorter than Sin (my sis told me about it and she's been darkbrotherhooding since Morrowind when she was....8? lol) so I'm aprehensive about finally doing them.


but you HAVE to admit they are different, yeah their are still fetch quests....there are ALOT of fetch quests....but do you feel their presentation is effective? otherwise your preaching to the choir about lack of choice consequence and replayability
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NIloufar Emporio
 
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Post » Wed Dec 14, 2011 2:59 pm

Complaints like this are getting pretty old here on the forum. If you don't like the game, move on. Those who do enjoy the game will keep playing. You have nothing of value here, other than your opinion that the game is not what you want it to be. So... play something else.
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Karine laverre
 
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Post » Wed Dec 14, 2011 1:17 pm

Except there are still a lot of quests with multiple path/endings/whatever nothing drastic, but hardly different from the rest of the series...
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Mr.Broom30
 
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Post » Wed Dec 14, 2011 12:37 pm

I get that the choices are nill, and I'm kinda wondering what peeps who've done it all in one go will do for a new character? I've restarted 3 times now and am trying to avoid the quests I've done in previous games. to date I haven't done Imp/stormcloaks/DB/Thieves/Mages/Bard well..pretty much any of the factions really. but as I hear it Imps/stormcloaks is the same, DB is shorter than Sin (my sis told me about it and she's been darkbrotherhooding since Morrowind when she was....8? lol) so I'm aprehensive about finally doing them.


but you HAVE to admit they are different, yeah their are still fetch quests....there are ALOT of fetch quests....but do you feel their presentation is effective? otherwise your preaching to the choir about lack of choice consequence and replayability


They (The Factions) were designed so that you do the "side-quests" (There are far more Side-Quests for the Factions than in Oblivion) instead of "rushing" their "Main-Quest". That "system" would have made the Factions seem more alive or something like that. The only thing that kind of ruined that design (That by itself could be good) is that the "Main-Quests" fell urgent from a RP point-of-view.

Spoiler
Why I would stop to help my colleagues at the College when I need to kill a ultra-bad-guy that wants all the power of a powerful ancient artifact all to himself?

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Amanda Furtado
 
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Post » Wed Dec 14, 2011 6:55 pm

Complaints like this are getting pretty old here on the forum. If you don't like the game, move on. Those who do enjoy the game will keep playing. You have nothing of value here, other than your opinion that the game is not what you want it to be. So... play something else.


I didn't say I didn't like the game. Just sometimes I find myself playing my character and thinking "Why am I doing this?". I play games for the story.


They (The Factions) were designed so that you do the "side-quests" (There are far more Side-Quests for the Factions than in Oblivion) instead of "rushing" their "Main-Quest". That "system" would have made the Factions seem more alive or something like that. The only thing that kind of ruined that design (That by itself could be good) is that the "Main-Quests" fell urgent from a RP point-of-view.

Spoiler
Why I would stop to help my colleagues at the College when I need to kill a ultra-bad-guy that wants all the power of a powerful ancient artifact all to himself?



But for me I also do sidequest based on how interesting the story is. In the DB it's go kill this and this. And that's just boring. Why opt out of a story for a side quest that has nothing?

I dropped a main quest for a guild because I heard about this guy who wanted me to convince his master to take him back and end up in an interesting situation.
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He got the
 
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Post » Wed Dec 14, 2011 4:09 am

I didn't say I didn't like the game. Just sometimes I find myself playing my character and thinking "Why am I doing this?". I play games for the story.




But for me I also do sidequest based on how interesting the story is. In the DB it's go kill this and this. And that's just boring. Why opt out of a story for a side quest that has nothing?

I dropped a main quest for a guild because I heard about this guy who wanted me to convince his master to take him back and end up in an interesting situation.


I was talking about how some people fell that the Factions have "short" Quest-Lines and them I said "why" they fell short.

I agree with you, the writing could be better. Maybe in TES VI, when they can improve the Radiant Story system (That by itself is a great idea IMO) we are going to see some well-written radiant (So, not two quests are alike) quests. :disguise:
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DeeD
 
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Post » Wed Dec 14, 2011 7:59 pm

Except that many of the GTA games have fantastic writing.
I have to agree. :c


They do? I guess I was never into the whole "ghetto" of it. I never really got into GTA, it just was never my style of game. I watch my brother play it.
Gangsta.
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Wayland Neace
 
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Post » Wed Dec 14, 2011 3:39 pm

I was talking about how some people fell that the Factions have "short" Quest-Lines and them I said "why" they fell short.

I agree with you, the writing could be better. Maybe in TES VI, when they can improve the Radiant Story system (That by itself is a great idea IMO) we are going to see some well-written radiant (So, not two quests are alike) quests. :disguise:


Well factions also need ranks, imo.
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Lynne Hinton
 
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Post » Wed Dec 14, 2011 10:48 am

Pshh Oblivion. None of the elder scrolls games have any real choices.

Play New Vegas if you want real choices.
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Emmie Cate
 
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Post » Wed Dec 14, 2011 6:11 pm

It's nothing like GTA, but of course you are entitled to your opinion.

I find the lack of branching dialogue puzzling too, since other Beth games had it. They seem to have went with a barebones approach to story-telling in Skyrim, and for better or worse it worked. Reviews are stellar and they made beaucoup money from sales. However, it leaves the "immersion" they like to blab about sorely lacking.

Generally GTA delivers exactly what it advertises, unbridled mayhem wrapped in some fantastic story telling. Skyrim has mediocre fantasy story-telling inside of an amazing setting. Luckily, and this is Bethesda's true strong point, they strongly support in-depth modding of their games. This shows that they actually have some level of faith and appreciation in their (PC at least) customer base.
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LuCY sCoTT
 
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Post » Wed Dec 14, 2011 8:18 am

I didn't say I didn't like the game.

Really???

Yes I have played Skyrim non stop with a few breaks to play Sims 3 and some other games, but I'm not into Skyrim.

That is exactly what you said.....Not into it or not like it, sounds the same to me. Just pointing that out to you.
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мistrєss
 
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Post » Wed Dec 14, 2011 5:25 pm

Complaints like this are getting pretty old here on the forum. If you don't like the game, move on. Those who do enjoy the game will keep playing. You have nothing of value here, other than your opinion that the game is not what you want it to be. So... play something else.


Discussing aspects of the game are far more important than "praise only" type of responses.
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Britney Lopez
 
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Post » Wed Dec 14, 2011 3:47 pm

do you think..."fillers" would be useful for the MQ? like get info on X, or... kill a certain amount of Y so that we can get a response from Z to start the next set of MQ's


and I have not done any Factions MQ's since Skyrims release...and they QUESTS themselves short? I know the amount but I want to know the Length of each one.
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Jimmie Allen
 
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Post » Wed Dec 14, 2011 5:48 am

There actually are some quests that are exactly what you describe as missing, you just have to find them... or wait for other players to find them and write a guide for you to follow.
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Sammygirl500
 
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Post » Wed Dec 14, 2011 4:22 am

Well factions also need ranks, imo.


Well, you do receive "ranks" in almost all of them (Imperial Legion comes to mind), there simple isn't a menu listing it.
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Yonah
 
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Post » Wed Dec 14, 2011 4:43 pm

You guys really need to get away from the in-game factions more.

There's a host of interesting stuff and "walk-in" quests waiting for you.
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Lexy Dick
 
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Post » Wed Dec 14, 2011 1:15 pm

It's nothing like GTA, but of course you are entitled to your opinion.

I find the lack of branching dialogue puzzling too, since other Beth games had it. They seem to have went with a barebones approach to story-telling in Skyrim, and for better or worse it worked. Reviews are stellar and they made beaucoup money from sales. However, it leaves the "immersion" they like to blab about sorely lacking.

Generally GTA delivers exactly what it advertises, unbridled mayhem wrapped in some fantastic story telling. Skyrim has mediocre fantasy story-telling inside of an amazing setting. Luckily, and this is Bethesda's true strong point, they strongly support in-depth modding of their games. This shows that they actually have some level of faith and appreciation in their (PC at least) customer base.


Well I meant what my friend said reminded me of basically what my brother does in GTA. Not that Skyrim is GTA. I'm saying the mentality is very GTA.


Really???


That is exactly what you said.....Not into it or not like it, sounds the same to me. Just pointing that out to you.


I'm not into it, meaning not into the atmosphere. Sometimes I feel like I'm out of game. And part of a RP experience is feeling like you're in the game, you are the character.
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Quick Draw III
 
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Post » Wed Dec 14, 2011 7:03 pm

It's hit or miss. Some quests have good lengths and others take a few minutes. My problem isn't the length of quests - I feel that's fine - but the lack of choices.
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Lance Vannortwick
 
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Post » Wed Dec 14, 2011 11:15 am

ha you made me realize why the quest description was removed...there isn't much to describe :)
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mimi_lys
 
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Post » Wed Dec 14, 2011 7:16 pm

ha you made me realize why the quest description was removed...there isn't much to describe :)


lol.

I always liked the journals:

I have talked to so and so and have decided to help him. He is looking for his lost wife last said to be in the tavern. I should speak to all her friends to see what I can deduce where she may be. I should talk to her husband to get some names of her closest friends. And then maybe I should speak to the tavern keep, etc.

That was always fun. Always made me feel like the character.
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Esther Fernandez
 
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Post » Wed Dec 14, 2011 9:13 am

ha you made me realize why the quest description was removed...there isn't much to describe :)



lol.

I always liked the journals:

I have talked to so and so and have decided to help him. He is looking for his lost wife last said to be in the tavern. I should speak to all her friends to see what I can deduce where she may be. I should talk to her husband to get some names of her closest friends. And then maybe I should speak to the tavern keep, etc.

That was always fun. Always made me feel like the character.



You guys should press J and read what it says in the right side of the window more often. The descriptions are still there, at least for the non-misc. quests. They even change with quest advancements.
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Alisha Clarke
 
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Post » Wed Dec 14, 2011 5:22 pm

Oh wow I can't believe I missed that quest on Oblivion. I'm a major completionist.

*goes play oblivion*
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Penny Flame
 
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